The defining side of Fireplace Emblem Interact is the inclusion of heroes from the collection’ previous within the type of Emblems. By equipping every hero’s distinctive Emblem Ring to a celebration member, you’ll be able to make the most of this video games namesake function, the Interact system, to merge the character and emblem hero collectively.
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It is a good little bit of fan service to allow you to meet and work together with basic Fireplace Emblem characters, however doing so additionally grants big buffs, abilities, weapons, and talents that every emblem hero imparts to your characters in fight. The aim of this information is to record each Emblem within the recreation, plus different key details about their abilities, weapons, and talents.
Fireplace Emblem Interact: All Emblems & Their Ability Unlocks

When you unlock an Emblem, you may equip their Emblem Ring to a personality of your selection and make use of them in battle. The extra you interact with an emblem on a given character, the upper their bond shall be, granting further perks as their connection grows deeper.
If you’re seeking to pace up the bonding course of, as soon as it’s unlocked, you may go to the Enviornment, and by spending Bond Fragments, you may immediately have a personality achieve ranges with varied emblems!
Every emblem hero has a particular paralogue degree equivalent to a map from their respective video games. In an effort to attain the very best assist ranges for the emblems, you have to to unlock and full every of those to unlock their full potential. That full potential options all the abilities listed beneath.
Here is all the Emblems in full:
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Emblem Marth
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It’s solely applicable that the primary Emblem hero that you simply get in Interact could be the primary lord and hero of your complete collection, Marth himself. Marth is a good choice for any character your plan on getting used so much and in melee fight with enemies because of his Rapier weapon that may pierce thick armor and sword that doubles the quantity of expertise gained!
- Obtained: Unlocked in Chapter 1
- Paralogue: Turns into obtainable in Chapter 23
- Engaged talent: Lodestar Rush – Use to launch 7 consecutive sword assaults at 30% harm. Adjoining foe solely.
Marth’s Bond Results:
- Stage 1:
- Perceptive: If the unit initiates fight, grants Avo+15 throughout fight. Avo will increase with excessive pace.
- Keep away from +10: Grants Avo+10
- Divine Pace: Unit performs an additional assault at 50% harm in fight
- Lodestar Rush: Use to launch 7 consecutive sword assaults at 30% harm. Adjoining foe solely.
- Emblem Weapon – Rapier (efficient towards cavalry and armored items)
- Stage 2:
- Ability – Sword Agility 1: Grants Avo+10 at the price of Crit-10 when utilizing a sword.
- Stage 3:
- Ability – Break Defenses: If unit’s assault breaks foe, unit makes an additional assault at 50% harm.
- Stage 4:
- Ability – Keep away from +15: Grants Avo+15
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Ability – Sword Agility 2: Grants Avo+15 at the price of Crit-10 when utilizing a sword
- Stage 7:
- Ability – Unyielding: At begin of participant section, if HP is 20% or much less, restores 20% of items max HP.
- Stage 8:
- Ability – Sword Agility 3: Grants Avo+20 at the price of Crit-10 when utilizing a sword
- Proficiency – Sword: Proficiency with swords. Required for promotion to sure lessons
- Stage 9:
- Ability – Keep away from +20: Grants Avo+20
- Stage 10:
- Emblem Weapon – Mercurius (Doubles person’s earned expertise)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Unyielding+: At begin of participant section, if HP is 30% or much less, restores 30% of unit’s max HP.
- Stage 13:
- Ability – Sword Agility 4: Grants Avo+25 at the price of Crit-10 when utilizing a sword
- Stage 14:
- Ability – Keep away from +25: Grants Avo+25
- Stage 15:
- Emblem Weapon – Falchion (Efficient towards dragons)
- Stage 16:
- Ability – Perceptive+: If the unit initiates fight, grants Avo+30 throughout fight. Avo will increase with excessive Spd.
- Stage 17:
- Ability – Sword Agility 5: Grants Avo+30 at the price of Crit-10 when utilizing a sword
- Stage 18:
- Ability – Unyielding++: At begin of participant section, if HP is 40% or much less, restores 40% of unit’s max HP.
- Stage 19:
- Ability – Keep away from +30: Grants Avo+30
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Celica
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Together with her highly effective magic, Celica shall be an important boon to any magic customers you pair her up with. With a variety of abilities that may enhance your general magic harm and her immensely highly effective Warp Raganorak assault that permits you to to warp to distance enemies, Celica is without doubt one of the higher damage-dealing emblems.
- Obtained: Unlocked in Chapter 5
- Paralogue: Turns into obtainable in Chapter 21
- Engaged talent:
- Echo: Use to assault with magic at 50% harm. Use a second time to launch one other 50% assault.
- Warp Ragnarok: Use to warp as much as 10 areas and make a strong magic assault.
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Celica’s Bond Results:
- Stage 1:
- Magic +2: Grants Magazine+2
- Holy Stance: If a Corrupted assaults till, offers 10% of harm taken again at foe.
- Echo: Use to assault with magic at 50% harm. Use a second time to launch one other 50% assault.
- Warp Ragnarok: Use to warp as much as 10 areas and make a strong magic assault.
- Emblem Weapon – Seraphim (efficient towards Corrupted)
- Stage 2:
- Ability – Magic +3: Grants Magazine+3
- Stage 3:
- Ability – Resonance: When geared up with a tome, if unit’s HP is 2 or extra, unit loses 1 HP at first of fight and offers +2 harm throughout fight.
- Stage 4:
- Ability – Tome Precision 1: Grants Hit/Avo+3 when utilizing a Tome.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Magic Prof. : Proficiency with magic. Required for promotion to sure lessons.
- Stage 7:
- Ability – Tome Precision 2: Grants Hit/Avo+5 when utilizing a Tome.
- Stage 8:
- Ability – Favourite Meals: When unit eats a packed lunch, its interact meter is maxed out.
- Stage 9:
- Ability – Tome Precision 3: Grants Hit/Avo+7 when utilizing a Tome.
- Proficiency – Sword Prof. : Proficiency with swords. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Get well (Heals plenty of HP to pleasant unit)
- Stage 11:
- Stong Bond – Unit stays engaged 1 further flip
- Stage 12:
- Ability – Holy Stance+: If a Corrupted assaults till, offers 30% of harm taken again at foe
- Stage 13:
- Ability – Magic +4: Grants Magazine+4
- Stage 14:
- Ability – Tome Precision 4: Grants Hit/Avo+10 when utilizing a Tome.
- Stage 15:
- Emblem Weapon – Ragnarok (sturdy hearth magic)
- Stage 16:
- Ability – Resonance+: When geared up with a tome, if unit’s HP is 2 or extra, unit loses 1 HP at first of fight and offers +3 harm throughout fight.
- Stage 17:
- Ability – Tome Precision 5: Grants Hit/Avo+15 when utilizing a Tome.
- Stage 18:
- Ability – Holy Stance++: If a Corrupted assaults till, offers 50% of harm taken again at foe
- Stage 19:
- Ability – Magic +5: Grants Magazine+5
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Sigurd
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Because of his mighty steed, Sigurd is all about offering boosts to his paired unit’s mobility. With the flat enhance to vary on high of permitting you to maneuver small distances after attacking, Sigurd is a good option to pair with any mounted items you are taking with you onto the battlefields of battle!
- Obtained: Unlocked in Chapter 3
- Paralogue: Turns into obtainable in Chapter 18
- Engaged talent: Override – Use to assault and transfer by way of a line of adjoining foes. Sword/Spear solely
Sigurd’s Bond Results:
- Stage 1:
- Canter: Unit can transfer 2 areas after performing
- Hit +10: Grants Hit+10
- Gallop: Grants Mov+5
- Override: Use to assault and transfer by way of a line of adjoining foes. Sword/Spear solely
- Emblem Weapon – Ridersbane (Efficient towards Calvalry items)
- Stage 2:
- Ability – Lance Energy 1: Grants Atk+2 at the price of Avo-10 when utilizing a spear.
- Stage 3:
- Ability – Momentum: Grants Atk+1 to first assault throughout fight for every house unit moved earlier than attacking (Max of +10).
- Stage 4:
- Ability – Hit +15: Grants Hit+15
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Ability – Lance Energy 2: Grants Atk+4 at the price of Avo-10 when utilizing a spear.
- Proficiency – Lance Prof.: Proficiency with lances. Required for promotion to sure lessons.
- Stage 7:
- Ability – Headlong Rush: Grants immunity to freeze.
- Stage 8:
- Ability – Lance Energy 3: Grants Atk+6 at the price of Avo-10 when utilizing a spear.
- Stage 9:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Courageous Lance (Assault twice if provoke the fight)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Hit +20: Grants Hit+20
- Stage 13:
- Ability – Canter+: Unit can transfer 3 areas after performing
- Stage 14:
- Ability – Lance Energy 4: Grants Atk+8 at the price of Avo-10 when utilizing a spear.
- Stage 15:
- Emblem Weapon – Tyrfing (Res+5)
- Stage 16:
- Ability – Hit +25: Grants Hit+25
- Stage 17:
- Ability – Momentum+: Grants Atk+1 to first assault throughout fight for every house unit moved earlier than attacking.
- Stage 18:
- Ability – Lance Energy 5: Grants Atk+10 at the price of Avo-10 when utilizing a spear.
- Stage 19:
- Ability – Hit +30: Grants Hit+30
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Leif
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Versatility is the secret once you go together with Leif. A grasp of arms, Leif will offer you all of the bodily weapon proficiencies you possibly can ask for (with exception of the punchy arts). Together with his Adaptable talent that may trigger you to routinely counterattack with the most effective weapon for the match up and Arms Defend, which boosts your protection when you’ve gotten the weapon benefit, make Leif an ideal probability on your tanking choice characters.
- Obtained: Unlocked in Chapter 8
- Paralogue: Turns into obtainable in Chapter 18
- Engaged talent: Quadruple Hit: Use to assault as soon as every with sword, spear, axe, and bow
Leif’s Bond Results:
- Stage 1:
- Construct +3: Grants Bld+3
- Arms Defend: When unit has weapon benefit unit takes 3 much less harm
- Adaptable: If foe initiates fight, unit counters with the most effective weapon obtainable )by way of vary, weapon benefit, efficient bonus, and so forth)
- Quadruple Hit: Use to assault as soon as every with sword, spear, axe, and bow
- Emblem Weapon – Killer Axe (Crucial hits extra doubtless)
- Stage 2:
- Proficiency – Axe Prof.: Proficiency with axes. Required for promotion to sure lessons.
- Stage 3:
- Ability – Vantage: If unit’s HP is 25% or much less and foe initiates fight, unit can counter earlier than foe’s first assault.
- Proficiency – Bow Prof.: Proficiency with bows. Required for promotion to sure lessons.
- Stage 4:
- Ability – Knife Precision 1: Grants Hit/Avo+3 when utilizing a dagger
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Ability – Construct +4: Grants Bld+4
- Proficiency – Workers Prof.: Proficiency with staves. Required for promotion to sure lessons.
- Stage 7:
- Ability – Arms Defend+: When unit has weapon benefit unit takes 5 much less harm
- Proficiency – Lance Prof.: Proficiency with spears. Required for promotion to sure lessons.
- Stage 8:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 9:
- Ability – Knife Precision 2: Grants Hit/Avo+5 when utilizing a dagger
- Stage 10:
- Emblem Weapon – Grasp Lance (Assaults twice if provoke fight)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Vantage+: If unit’s HP is 50% or much less and foe initiates fight, unit can counter earlier than foe’s first assault.
- Stage 13:
- Ability – Knife Precision 1: Grants Hit/Avo+7 when utilizing a dagger
- Stage 14:
- Ability – Construct +5: Grants Bld+5
- Stage 15:
- Emblem Weapon – Mild Model (Grants Lck+10, lengthy and brief vary sword)
- Stage 16:
- Ability – Ability – Arms Defend++: When unit has weapon benefit unit takes 7 much less harm
- Stage 17:
- Ability – Knife Precision 4: Grants Hit/Avo+10 when utilizing a dagger
- Stage 18:
- Ability – Vantage++: If unit’s HP is 75% or much less and foe initiates fight, unit can counter earlier than foe’s first assault.
- Stage 19:
- Ability – Knife Precision 5: Grants Hit/Avo+15 when utilizing a dagger
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Roy
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Roy is all about hitting issues very, very laborious. With level-increasing and strength-boosting abilities, it implies that it would be best to give Roy to any character you wish to deal plenty of harm with. Keep away from paring with magic customers because the energy bonuses will not influence the facility of your magic spells! Roy’s our boy!
- Obtained: Unlocked in Chapter 8
- Paralogue: Turns into obtainable in Chapter 20
- Engaged talent: Blazing Lion: Use to assault adjoining foe and an space 3 areas broad. Goal space and the two rows past are set on hearth. Sword solely.
Roy’s Bond Results:
- Stage 1:
- Power +1: Grants Str+1
- Maintain Out: If unti had 30% HP or extra at first of fight, unit all the time survives fight with no less than 1 HP
- Rise Above: Grants Lvl+5
- Blazing Lion: Use to assault adjoining foe and an space 3 areas broad. Goal space and the two rows past are set on hearth. Sword solely.
- Emblem Weapon – Lancereaver (sturdy vs spears, weak vs axes)
- Stage 2:
- Ability – Power +2: Grants Str+2
- Stage 3:
- Ability – Advance: Use to maneuver 1 house towards a foe that’s 2 areas away and assault
- Stage 4:
- Ability – Sword Energy 1: Grants Atk+2 at a value of Avo-10 when utilizing a sword.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 7:
- Ability – Sword Energy 2: Grants Atk+4 at a value of Avo-10 when utilizing a sword.
- Stage 8:
- Ability – Maintain Out+: If unit had 20% or extra at first of fight, unit all the time survives fight with no less than 1 HP
- Stage 9:
- Ability – Power +3: Grants Str+3
- Ability – Sword Energy 3: Grants Atk+6 at a value of Avo-10 when utilizing a sword.
- Stage 10:
- Emblem Weapon – Wyrmslayer (Efficient towards dragons)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Sword Energy 4: Grants Atk+8 at a value of Avo-10 when utilizing a sword.
- Stage 13:
- Ability – Maintain Out++: If unit had 10% or extra at first of fight, unit all the time survives fight with no less than 1 HP
- Stage 14:
- Ability – Power +4: Grants Str+4
- Stage 15:
- Emblem Weapon – Binding Blade (Grants Def/Res+5)
- Stage 16:
- Ability – Sword Energy 5: Grants Atk+10 at a value of Avo-10 when utilizing a sword.
- Stage 17:
- Ability – Power +5: Grants Str+5
- Stage 18:
- Ability – Maintain Out+++: If unit had 2 HP or extra at first of fight, unit all the time survives fight with no less than 1 HP
- Stage 19:
- Ability – Power +6: Grants Str+6
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
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Emblem Lyn
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The sniper of the Sacae Plains, Lyn is a must have in the event you plan to make the most of Interact’s varied archer items. Lyn’s Astra Storm assault is an ideal solution to deal harm or take a life off of degree bosses and the dexterity bonus abilities will make all of your arrows harm much more. Simply remember, Astra Storm can NOT trigger vital hits, so utilizing Lyn’s Killer Bow with it’ll simply make you miss out on additional harm.
- Obtained: Unlocked in Chapter 11
- Paralogue: Turns into obtainable at Chapter 15
- Engaged talent:
- Name Doubles: Creates 4 illusory doubles that may make chain assaults with unit.
- Astra Storm: Use to launch 5 bow assaults at 30% harm, as much as vary 10.
Lyn’s Bond Results:
- Stage 1:
- Pace +1: Grants Spd+1
- Alacrity: If unit initiates fight with a Sped benefit of 9 or extra, unit’s follow-up assault (if potential) happens earlier than foe can counterattack
- Name Doubles: Creates 4 illusory doubles that may make chain assaults with unit.
- Astra Storm: Use to launch 5 bow assaults at 30% harm, as much as vary 10.
- Emblem Weapon – Killer Bow (Crucial hits are extra doubtless)
- Stage 2:
- Ability – Pace +2: Grants Spd+2
- Stage 3:
- Ability – Speedtaker: Grants a stacking Spd+2 every time unit initiates fight and defeats a foe. Bonus lasts for the remainder of battle (Max +10)
- Stage 4:
- Ability – Bow Focus 1: Grants Hit+10 at a value of Ddg-10 when utilizing a bow.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Bow Prof. : Proficiency with bows. Required for promotion to sure lessons.
- Stage 7:
- Ability – Bow Focus 2: Grants Hit+15 at a value of Ddg-10 when utilizing a bow.
- Stage 8:
- Proficiency – Sword Prof. : Proficiency with swords. Required for promotion to sure lessons.
- Stage 9:
- Ability – Pace +3: Grants Spd+3
- Stage 10:
- Emblem Weapon – Mani Katti (Efficient towards Calvalry and Armored items)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Bow Focus 3: Grants Hit+20 at a value of Ddg-10 when utilizing a bow.
- Stage 13:
- Ability – Alacrity+: If unit initiates fight with a Pace benefit of 9 or extra, unit’s follow-up assault (if potential) happens earlier than foe can counterattack
- Stage 14:
- Ability – Bow Focus 4: Grants Hit+25 at a value of Ddg-10 when utilizing a bow.
- Stage 15:
- Emblem Weapon – Mulagir (Efficient towards flying and dragon items)
- Stage 16:
- Ability – Pace +4: Grants Spd+4
- Stage 17:
- Ability – Bow Focus 5: Grants Hit+30 at a value of Ddg-10 when utilizing a bow.
- Stage 18:
- Ability – Alacrity++: If unit initiates fight with a Pace benefit of 5 or extra, unit’s follow-up assault (if potential) happens earlier than foe can counterattack
- Stage 19:
- Ability – Pace +5: Grants Spd+5
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Eirika
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Eirika (and her twin brother Ephriam) are an all-around choice that does not actually excel in a selected space. With some abilities that assist with dodging assaults and dealing some further harm to enemies with excessive protection, it may be a pleasant choice to have in maps with many armored enemies. Basically, although, one of many weaker choices to take with you.
- Obtained: Unlocked in Chapter 16
- Paralogue: Turns into obtainable in Chapter 17
- Engaged talent:
- Night time and Day: Use to change Emblems and swap between Lunar Brace/Gentilly and Photo voltaic Brace/Bravery for all allies.
- Twin Strike: Used to make a sword assault adopted by a spear assault from Ephraim on adjoining foe. Efficient: Corrupted.
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Erika’s Bond Results:
- Stage 1:
- Lunar Brace: If unit initiates fight with a bodily assault, offers additional harm = 20% of foe’s Def
- Dodge +10: Grants Ddg+10
- Night time and Day: Use to change Emblems and swap between Lunar Brace/Gentilly and Photo voltaic Brace/Bravery for all allies
- Sacred Twins: Whereas engaged with Eirika, modifications Lunar Brace and Gentility to Blue Skies for all allies
- Twin Strike: Used to make a sword assault adopted by a spear assault from Ephraim on adjoining foe. Efficient: Corrupted.
- Emblem Weapon – Rapier (efficient towards cavalry and armored items)
- Stage 2:
- Ability – Lance Agility 1: Grants Avo+10 at a value of Crit-10 when utilizing a spear.
- Stage 3:
- Ability – Gentility: Unit takes 3 much less harm.
- Stage 4:
- Ability – Dodge +15: Grants Ddg+15
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Lance Prof. : Proficiency with spears. Required for promotion to sure lessons.
- Stage 7:
- Ability – Lance Agility 2: Grants Avo+15 at a value of Crit-10 when utilizing a spear.
- Stage 8:
- Ability – Dodge +20: Grants Ddg+20
- Stage 9:
- Proficiency – Sword Prof. : Proficiency with swords. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Wind Sword (Efficient towards flying items)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Lance Agility 3: Grants Avo+20 at a value of Crit-10 when utilizing a spear.
- Stage 13:
- Ability – Lunar Brace+: If unit initiates fight with a bodily assault, offers additional harm = 30% of foe’s Def.
- Stage 14:
- Ability – Dodge +25: Grants Ddg+25
- Stage 15:
- Emblem Weapon – Sieglinde (Efficient towards Corrupted)
- Stage 16:
- Ability – Lance Agility 4: Grants Avo+25 at a value of Crit-10 when utilizing a spear.
- Stage 17:
- Ability – Lance Agility 5: Grants Avo+30 at a value of Crit-10 when utilizing a spear.
- Stage 18:
- Ability – Gentility+: Unit takes 5 much less harm.
- Stage 19:
- Ability – Dodge +30: Grants Ddg+30
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Ike
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Typically you simply want a brick wall that may take plenty of punishment, and in these conditions Ike shall be your emblem of selection. Protection and maintaining his paired character alive is what he does finest. Together with his massive swath of defending boosting abilities and with abilities that make him sturdy, the extra harm he takes means Ike can dish out the ache too. Throw Ike and his accomplice in the best way of an advancing military, they usually will not be shifting handed. We like Ike.
- Obtained: Unlocked in Chapter 13
- Paralogue: Turns into obtainable in Chapter 14
- Engaged talent:
- Nice Aether: Use to grant Def/Res+5, however unit cannot counter for 1 flip. Subsequent flip, assault a 2-space space, heal HP=30% of harm dealt. Sword/Axe solely.
- Reposition: Use to maneuver an adjoining ally to the alternative aspect of unit.
Ike’s Bond Results:
- Stage 1:
- Protection +1: Grants Def+1
- Demolish: Break destructible terrain in a single blow when utilizing Destroy.
- Resolve: If unit’s HP is 75% or much less after fight, grants Def/Res+5 so long as unit’s HP stays beneath 75%.
- Laguz Good friend: Unit takes 50% much less harm, however units unit’s Avo to 0
- Nice Aether: Use to grant Def/Res+5, however unit cannot counter for 1 flip. Subsequent flip, assault a 2-space space, heal HP=30% of harm dealt. Sword/Axe solely.
- Emblem Weapon – Hammer (Efficient towards Armored items)
- Stage 2:
- Ability – Protection +2: Grants Def+2
- Stage 3:
- Ability – Reposition: Use to maneuver an adjoining ally to the alternative aspect of unit.
- Stage 4:
- Ability – Axe Energy 1: Grants Atk+2 at a value of Avo-10 when utilizing an axe.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Axe Prof.: Proficiency with axes. Required for promotion to sure lessons.
- Stage 7:
- Ability – Axe Energy 2: Grants Atk+4 at a value of Avo-10 when utilizing an axe.
- Stage 8:
- Ability – Protection +3: Grants Def+3
- Stage 9:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Urvan (Grants Res+3)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Axe Energy 3: Grants Atk+6 at a value of Avo-10 when utilizing an axe.
- Stage 13:
- Ability – Wrath: At begin of fight, for every HP the unit has misplaced, grants Crit+1 throughout fight (Max of +30)
- Stage 14:
- Ability – Axe Energy 4: Grants Atk+8 at a value of Avo-10 when utilizing an axe.
- Stage 15:
- Emblem Weapon – Ragnell (Grants Def+5, can hit at shut or lengthy vary)
- Stage 16:
- Ability – Protection +4: Grants Def+4
- Stage 17:
- Ability – Axe Energy 5: Grants Atk+10 at a value of Avo-10 when utilizing an axe.
- Stage 18:
- Ability – Resolve+: If unit’s HP is 75% or much less after fight, grants Def/Res+7 so long as unit’s HP stays beneath 75%.
- Stage 19:
- Ability – Protection +5: Grants Def+5
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Micaiah
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Enjoyable truth, armies must be alive if they’re to win wars. Micaiah, is your key to be sure that occurs. With maybe essentially the most overpowered particular talent within the recreation, Micaiah’s map-wide Nice Sacrifice therapeutic each pleasant unit can simply flip the tide of any encounter it’s possible you’ll end up struggling in. As an added bonus, the character that makes use of Nice Sacrifice will obtain expertise for every unit that’s healed, no matter how a lot a unit is healed for, making Micaiah a beautiful choice to grind these lower-level characters quick, like Jean!
- Obtained: Unlocked in Chapter 6
- Paralogue: Turns into obtainable in Chapter 20
- Engaged talent: Nice Sacrifice: Use to revive full HP to all allies, even to these not beneath the participant’s management. After use, unit’s HP=1.
Micaiah’s Bond Results:
- Stage 1:
- Resistance +2: Grants Res+2
- Cleric: Unit can equip staves as much as degree C
- Increase: Grants workers vary+5 and space of impact +1
- Nice Sacrifice: Use to revive full HP to all allies, even to these not beneath the participant’s management. After use, unit’s HP=1.
- Emblem Weapon – Shine (Mild up 5-space radius)
- Stage 2:
- Ability – Workers Mastery 1: Grants Hit+10 when utilizing a workers. Staves additionally heal an extra 3 HP.
- Stage 3:
- Ability – Therapeutic Mild: When unit heals an ally with a workers, unit additionally recovers HP=50% of the quantity healed
- Stage 4:
- Ability – Resistance +3: Grants Res+3
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Knife Prof.: Proficiency with daggers. Required for promotion to sure lessons.
- Stage 7:
- Ability – Silence Ward: Grants immunity to silence.
- Stage 8:
- Ability – Workers Mastery 2: Grants Hit+15 when utilizing a workers. Staves additionally heal an extra 5 HP.
- Stage 9:
- Proficiency – Magic Prof.: Proficiency with magic. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Nosferatu (Get well 50% HP of harm dealt)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Workers Mastery 3: Grants Hit+20 when utilizing a workers. Staves additionally heal an extra 7 HP.
- Stage 13:
- Ability – Cleric+: Unit can equip staves as much as degree B
- Stage 14:
- Ability – Resistance +4: Grants Res+4
- Stage 15:
- Emblem Weapon – Thani (Efficient towards Cavalry and Armored items)
- Stage 16:
- Ability – Workers Mastery 4: Grants Hit+25 when utilizing a workers. Staves additionally heal an extra 10 HP.
- Stage 17:
- Ability – Workers Mastery 5: Grants Hit+30 when utilizing a workers. Staves additionally heal an extra 15 HP.
- Stage 18:
- Ability – Cleric++: Unit can equip staves as much as degree A
- Stage 19:
- Ability – Resistance +5: Grants Res+5
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Lucina
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Hitting quick and defending allies is what Lucina is about. Together with her dexterity bonus abilities and the sword assaults, it would be best to be sure you equip her on a unit that may be capable of reap the benefits of each of these elements, in any other case, you’ll be lacking out on Lucina’s full potential!
- Obtained: Unlocked in Chapter 11
- Paralogue: Turns into obtainable in Chapter 12
- Engaged talent:
- Bonded Defend: Use to stop first assaults on adjoining allies till your subsequent flip. Set off %=80
- All for One: Use to make a sword assault towards an adjoining foe. All allies inside 2 areas chain assault.
Lucina’s Bond Results:
- Stage 1:
- Dexterity +1: Grants Dex+1.
- Twin Strike: Unit participates in chain assaults as if it had been a backup unit.
- Bonded Defend: Use to stop first assaults on adjoining allies till your subsequent flip. Set off %=80
- All for One: Use to make a sword assault towards an adjoining foe. All allies inside 2 areas chain assault.
- Emblem Weapon – Nobel Rapier (efficient towards Cavalry and Armored items)
- Stage 2:
- Ability – Dexterity +2: Grants Dex+2.
- Stage 3:
- Ability – Twin Help: If unit is ready to chain assault, unit will accomplish that when allies assault foes unit may attain by shifting. Set off %=35
- Stage 4:
- Ability – Bow Agility 1: Grants Avo+10 at a value of Crit-10 when utilizing a bow.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 7:
- Ability – Bow Agility 2: Grants Avo+15 at a value of Crit-10 when utilizing a bow.
- Stage 8:
- Proficiency – Bow Prof.: Proficiency with bow. Required for promotion to sure lessons.
- Stage 9:
- Ability – Dexterity +3: Grants Dex+3.
- Stage 10:
- Emblem Weapon – Parthia (Grants Res+5)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Bow Agility 3: Grants Avo+20 at a value of Crit-10 when utilizing a bow.
- Stage 13:
- Ability – Twin Assist: Grants a bonus to Avo that will increase with unit’s assist degree with adjoining allies (Max +90).
- Stage 14:
- Ability – Bow Agility 4: Grants Avo+25 at a value of Crit-10 when utilizing a bow.
- Stage 15:
- Emblem Weapon – Parallel Falchion (Efficient towards Dragons)
- Stage 16:
- Ability – Dexterity +4: Grants Dex+4.
- Stage 17:
- Ability – Bow Agility 5: Grants Avo+30 at a value of Crit-10 when utilizing a bow.
- Stage 18:
- Ability – Twin Help+: If unit is ready to chain assault, unit will accomplish that when allies assault foes unit may attain by shifting. Set off %=70
- Stage 19:
- Ability – Dexterity +5: Grants Dex+5.
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
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Emblem Corrin
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She could not look it, however Corrin is nice at serving to handle the battlefield and routing enemies. With abilities resembling Dragon Vein, it is possible for you to to lock enemies out and shield items ought to the necessity come up. Together with her health-increasing abilities, it additionally makes her an important selection on your tank characters that you could be desire to carry again and block pathways. Her finest function, although, is her KaMeHaMeHa-like particular assault, Torrential Roar!
- Obtained: Unlocked in Chapter 15
- Paralogue: Turns into obtainable in Chapter 16
- Engaged talent:
- Dragon Vein: Use so as to add a particular impact to sure areas.
- Torrential Roar: Use to assault 3 areas in a line, turning these areas into water terrain.
Corrin’s Bond Results:
- Stage 1:
- HP +5: Grants max HP+5
- Dragon Vein: Use so as to add a particular impact to sure areas.
- Dreadful Aura: If unit initiates fight, goal foe and all foes inside 1 house of it can not transfer for 1 flip after fight.
- Torrential Roar: Use to assault 3 areas in a line, turning these areas into water terrain.
- Emblem Weapon – Twin Katana (sturdy towards lances, weak towards axes)
- Stage 2:
- Ability – HP +7: Grants max HP+7
- Stage 3:
- Ability – High quality Time: After unit acts or waits, restores 5 HP to adjoining allies and barely will increase assist with them.
- Stage 4:
- Ability – Sword Focus 1: Grants Hit+10 at a value of Ddg-10 when utilizing a sword.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 7:
- Ability – Sword Focus 2: Grants Hit+15 at a value of Ddg-10 when utilizing a sword.
- Stage 8:
- Ability – Draconic Hex: If unit initiates fight, inflicts -4 to all of foe’s primary stats after fight (Penalties shrink by 1 every flip).
- Stage 9:
- Ability – HP +10: Grants max HP+10
- Stage 10:
- Emblem Weapon – Wakizashi (Lengthy vary sword)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Sword Focus 3: Grants Hit+20 at a value of Ddg-10 when utilizing a sword.-
- Stage 13:
- Ability – Pair Up: Prevents harm from foes’ chain assaults towards unit.
- Stage 14:
- Ability – Sword Focus 4: Grants Hit+25 at a value of Ddg-10 when utilizing a sword.
- Stage 15:
- Emblem Weapon – Yato (sword)
- Stage 16:
- Ability – HP +12: Grants max HP+12
- Stage 17:
- Ability – Sword Focus 5: Grants Hit+30 at a value of Ddg-10 when utilizing a sword.
- Stage 18:
- Ability – High quality Time+: After unit acts or waits, restores 5 HP to adjoining allies and barely will increase assist with them.
- Stage 19:
- Ability – HP +15: Grants max HP+15
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Emblem Byleth
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Like all good trainer, Byleth solely desires the most effective and to look out for his buddies. With fantastic battlefield assist abilities and actions, like his Goddess Dance which provides all items round him one other flip, Byleth is a good choice to area each probability you’ve gotten. The sheer variety of weapons you achieve entry to, in all varieties, means you’ll all the time be ready for what’s coming whatever the checks you face.
- Obtained: Unlocked in Chapter 14
- Paralogue: Turns into obtainable in Chapter 15
- Engaged talent: Goddess Dance: Use to grant one other motion to all adjoining allies.
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Byleth’s Bond Results:
- Stage 1:
- Luck +2: Grants Lck+2
- Divine Pulse: Might flip a missed assault into a success. Set off %=30. Probability will increase with excessive luck.
- Instruct: Use to grant allies inside 2 areas a stat bonus based mostly on person’s sort. Bonus lasts for 1 flip.
- Goddess Dance: Use to grant one other motion to all adjoining allies.
- Emblem Weapons:
- Blutang (sword, efficient towards Dragons and Calvalry)
- Areadbhar (spear, if person initiates fight, grants Mt+50%)
- Failnaught (bow, Grants Avo+20)
- Aegis Defend (Grants Def+6 and Res+3. Might halve harm if carried. Set off%=Dex)
- Luin (spear, raises harm based mostly on person’s Spd, efficient towards Dragons)
- Thyrsus (Grants magic vary +2, could halve harm if carried)
- Rafail Gem (Person is proof against Efficient and significant hits. Might halve harm if carried)
- Aymr (heavy axe, efficient towards Dragons)
- Stage 2:
- Ability – Luck +4: Grants Lck+4
- Stage 3:
- Ability – Mentorship: Grants 1.2 x Exp modifier to unit and adjoining allies.
- Stage 4:
- Ability – Artwork Focus 1: Grants Hit+10 at a value of Ddg-10 when utilizing an artwork.
- Stage 5:
- Ability Inheritance – Permits a personality to completely be taught an emblems talent by spending SP
- Stage 6:
- Ability – Artwork Focus 2: Grants Hit+15 at a value of Ddg-10 when utilizing an artwork.
- Proficiency – Artwork Prof.: Proficiency with artss. Required for promotion to sure lessons.
- Stage 7:
- Ability – Artwork Focus 3: Grants Hit+20 at a value of Ddg-10 when utilizing an artwork.
- Stage 8:
- Ability – Luck +6: Grants Lck+6
- Stage 9:
- Proficiency – Sword Prof.: Proficiency with swords. Required for promotion to sure lessons.
- Stage 10:
- Emblem Weapon – Vajra-Mushti (if person initiates fight, assault twice. Makes use of lowest worth between foe’s Def/Res)
- Stage 11:
- Stong Bond – Unit stays engaged 1 flip longer
- Stage 12:
- Ability – Artwork Focus 4: Grants Hit+25 at a value of Ddg-10 when utilizing an artwork.
- Stage 13:
- Ability – Misplaced & Discovered: If unit finishes an motion or waits subsequent to an ally, could discover an merchandise and enhance assist with that ally. Set off%=Lck.
- Stage 14:
- Ability – Artwork Focus 5: Grants Hit+30 at a value of Ddg-10 when utilizing an artwork.
- Stage 15:
- Emblem Weapon – Sword of the Creator (Raises harm with person’s Magazine, brief and long-range assaults, efficient towards Dragons)
- Stage 16:
- Ability – Luck +8: Grants Lck+8
- Stage 17:
- Ability – Luck +10: Grants Lck+10
- Stage 18:
- Ability – Divine Pulse+: Might flip a missed assault into a success. Set off %=50. Probability will increase with excessive luck.
- Stage 19:
- Ability – Luck +12: Grants Lck+12
- Stage 20:
- Deep Synergy – Unit’s interact meter is shortened one step, permitting for extra frequent use.
Vital Spoilers Comply with Past this Level. Scroll at your personal Peril!

Last Warning – right here come the spoilers!
Emblem Alear (hero)
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The ultimate emblem, the brand new thirteenth emblem based mostly round your hero is a novel ring that whereas not solely energy, it behaves otherwise as nicely. Bond ranges are dealt with utterly totally different from the others, as the upper a personality’s bond is along with your hero character, the extra perks shall be unlocked. Check out this secret weapon of the emblems and grasp victory from the clutches of the Fell Dragon!
- Obtained: Unlocked in Chapter 22
- Paralogue: N/A
- Engaged talent: Dragon Blast: Use to make two assaults towards an adjoining foe with a sword and highly effective magic beam.
Alear’s Bond Results:
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- Stage 1:
- Holy Aura: Makes unit and allies inside 2 areas efficient towards the Fell Dragon.
- Attuned: If unit initiates fight and defeats foe, grants interact accomplice +4 to all seven primary stats whereas engaged.
- Dragon Blast: Use to make two assaults towards an adjoining foe with a sword and highly effective magic beam.
- Emblem Weapon – Lyration (If person defeats foe in participant section, fills adjoining allies interact meter by 1)
- Stage 5:
- Ability – Bond Forger: Grants Hit/Avo+20 to unit and allies with 2 areas which might be synced or engaged with an emblem
- Stage 10:
- Proficiencies:
- Sword Prof.: Proficiencies with swords. Required for promotion to sure lessons.
- Artwork Prof.: Proficiencies with arts. Required for promotion to sure lessons.
- Emblem Weapon: Dragon’s Fist (If person initiates fight, assaults twice and makes use of Magazine stat.)
- Proficiencies:
- Stage 20:
- Stong Bond – Unit stays engaged 1 flip longer
- Ability – Bond Forger+: Grants Hit/Avo+30 to unit and allies with 2 areas which might be synced or engaged with an emblem
- Ability – Holy Defend: Neutralizes Efficient assaults towards this unit.
- Emblem Weapon: Oligoludia (Efficient towards Corrupted)
- Stage 21:
- Ability – Boon of Elyos: If unit initiates fight, grants bonus to Crit and Ddg equal to 2x the variety of allies who’ve acted this flip.